Canasta

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SKU
CANASTA
Design game

Custom double card deck for Canasta, Rummy and others

The principle: How to play this game?

This game is so many games. Too many, indeed, to mention them all. There exist probably as many variants of rummy as there are families. Let's mention a few: 500 Rum, 5000 Rum, Bing rummy, Continental, Cuajo, Desmoche, German Rummy, Indian Marriage, Indonesian rummy (remi), Machiavelli, Marriage, Red  three rummy, Panguingue, Penang rummy, Scala 40, Seven bridge, Shanghai rum, Speed Rummy, Ten pennies, Three thirteen, Tong-its, Treppenrommé, Contract rummy, Kalooki, Dummy rummy, Carioca, Phase 10, Liverpool rummy, Zioncheck, Conquian, Robbers' rummy, Buraco, Biriba, Canasta, Hand & Foot, Samba, Mille, Gin rummy, Indian Rummy, Rumino, Tonk (aka Tunk), Viennese Rummy, ...

With this full double deck of  2x52 playing cards, plus 6 jokers, you have the whole gamut of cards games at your finger tips, from Bridge to Solitair, from Canasta to Poker, and everything in between or beyond.

Game character: The right mix of luck, strategy, and fun?

Luck: ++ooo - +++++       Brains: ++ooo - +++++       Fun: ++ooo - +++++

Game characters of card games are as varied as the range of games is large. There are iffy solitaire games, simple fun family games like Canasta, and there are full-fledged competitive games like bridge and poker that you can keep learing and will never exhaust. 

Your custom card deck – how create a unique design using your own text & pictures

We offer you the possibility of individually customising playing cards by replacing the original pictures of jacks, queens, kings, and jokers with your own. Whether you choose friends, family members, pets, favourite cars, planets, or whatever else is completely up to you fancy and the occasion and person this card game will be a gift for. Be efficient and choose the same picture for all of the jacks in the card deck for your godparents; or spend some time getting creative, and pick a picture for each queen individually, as you design a special wedding edition; if in a hurry before Christmas, you can design the king, and keep the original jacks and queens. (And if you're really running late, why not get a gift voucher, which will keep you all of the options.) You also have the choice between a single image for the entire card and the classically mirrored image.

For the playing card backs, we offer you a range of templates to choose from. Whichever template you use, you have the option of including your own text and pictures. Finally, you have the option of choosing a tin box, which you may design with your text and pictures, drawing on a range of templates. Place birthday wishes on the cards; or pictures of the wedding couple on the box; or do anything else - over to you and your creativity!

 

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    Customised metal gift box

    Quality metal gift box printed with your design
    + €8.00

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    ° Only available for card games in non-customised packaging and some other games packing small enought to fit through a letter box
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    Playing Cards 59x91mm

    Our playing cards are 59x91mm big with rounded corners (radius 5mm).
    They are made from casino grade cardstock at 330g/m². The cardstock has an opaque middle layer to ensure complete opaqueness.
    The cards are digitally printed in a resolution of 300dpi. Following the printing process, the cards are finished with a matte varnish, maximising longevity of your images.

    Metal Box 14x10x5cm

    Food safe tinplate with a transparent varnish.
    Outside dimensions: 141 x 100 x 46mm
    If necessary, includes a cardboard inset, e.g. for holding playing cards in place.

    When chosen as a customised option, your design is directly printed on the lid of the box in 150 DPI.

    How to play Canasta

    Rule Download

    A4 printable rules for Canasta

    Introduction

    Canasta (Spanish for „basket“) is a card game most commonly played by four in two partnerships with two standard decks—108 cards including 6 jokers—although many variations exist for two, three, five or six players. Canasta was invented in Uruguay from where it spread through South America, North America, and the world.

    Rules

    The classic game is for four players in two partnerships, with partners sitting opposite each other.

    Cards and deal

    In Canasta, 4, 5, 6, 7, 8, 9, 10, J, Q, K, and A are natural melding cards; 2 and Joker are wild melding cards; Red 3 are bonus point cards and Black 3 are safe discard options. Each card has a specific value which determines both the score and—except for the 3s—the minimum points a player needs before laying down their first melds:

    • Black 3, 4, 5, 6, 7:   5 points
    • 8, 9, 10, J, Q, K:      10 points
    • 2, A:                        20 points
    • Joker:                      50 points
    • Red 3:                    100 points

    The initial dealer is chosen by any common method, although in Canasta there is no privilege or advantage to being the dealer. The deal then rotates clockwise after every hand. The dealer shuffles the pack, the player to the dealer‘s right cuts, and the dealer deals out a hand of 11 cards to each player. The remaining cards are left in a stack in the center of the table. One card is taken from the top of the stack and placed face up to start the discard pile. If that card is wild or a Red 3, another card is turned and placed on top of it. That continues until a natural card or a Black 3 is turned up.

    If a player was dealt Red 3s, they must instantly play them face up in front of them and draw the same number of replacement cards.

    Commencing play

    The player to the dealer‘s left has the first turn, and then play proceeds clockwise. A turn begins either by drawing the first card from the stock into the player‘s hand or by picking up the entire discard pile. However, there are restrictions on when one can pick up the discard pile. If the card drawn from the stock is a Red 3, the player must table it immediately, as one would if melding, and draw another card.

    The player may then make as many legal melds as they wish from the cards in their hand. A turn ends when the player discards one card from their hand to the top of the discard pile. No player may „undo“ a meld or laid card, or change their mind after drawing a card from the deck.

    Melds and canastas

    Each player/team keeps separate melds of the various ranks of cards. A player may never play to an opponent‘s meld. A legal meld consists of at least three cards of the same rank, and there is no limit on how large it can grow. Suits are irrelevant except that Black 3s are treated differently from Red 3s. Wild cards can be used as any rank except for 3s. 3s may never be melded in ordinary play, although three or more Black 3s may be melded in the final turn of a player going out.

    A meld must consist of at least two natural cards, and can never have more than three wild cards. One team/player cannot have two separate melds of the same rank. If more cards of the same rank are melded, they are automatically merged into the preexisting meld.

    A canasta is a meld of at least seven cards, whether natural or mixed. A natural canasta is one that comprises only cards of the same rank. A mixed canasta (or dirty canasta) is one that comprises both natural and wild cards. Once a canasta is assembled, the cards are squared up, and one of the natural cards forming it is placed on top - a red one to indicate a natural canasta or a black one to indicate a mixed canasta.

    Initial melds

    During each hand the first time a team lays cards on the table, the cards of the combined melds must equal a minimum meld requirement based on the values of each of the cards. At the beginning of a game, both teams have an initial meld requirement of 50 points. The count towards the requirement cannot include the value of the cards a player could possibly pick up from the discard pile, but must come only from the cards in their hand and the top discarded card in case of picking up the discard pile. If the combined value does not meet the minimum requirement, they cannot play the cards on the table nor pick up the discard pile. After the first hand, the minimum meld requirement is based on a team‘s score before the hand starts.

    Team score & minimum initial meld:

    • Negative                15 points
    • 0–1495                   50 points
    • 1500–2995            90 points
    • 3000 and above   120 points

     

    Picking up the discard pile

    The discard pile should be kept squared up, so only the top card is visible. A player cannot look through the discard pile.

    At the beginning of their turn, a player may pick up the entire discard pile instead of drawing a card from the stock. They may only pick up the discard pile if they can use the top card, either in an existing meld or by making a new meld along with at least two other cards from their hand (which can include wild cards). Only the top card is relevant for the player/team to pick up the rest of the discard pile. In addition, if the player/team has not yet melded, they must meet the initial meld requirement using the top card of the discard pile in order to pick up the pile. In this case the points of the top card are included to meet the initial meld requirement.

    Discarding a wild card freezes the pile. The card should be placed at right angles to the pile, so that it is still visible to indicate a frozen pile after more cards have been discarded. A frozen pile may only be picked up (unfrozen) if a player can meld the top card with two natural cards of the same rank from the player‘s hand.

    If a wild card or a Black 3 is on top of the discard pile, it may not be picked up. Playing a Black 3 does not freeze the pile; it just acts as a stop card, preventing the other player from picking up the pile. The card discarded after a Black 3 allows the pile to be picked up again (unless it is a wild card or another Black 3).

    The discard pile is also frozen against a player/team that has not yet melded at all this hand, though at the same time it will not be frozen for another player/team that has melded.

    Going out and ending a hand

    A player may go out by using all the cards in their hand only if that player/team has made at least one canasta. The player goes out by melding all his cards and may discard a single final card if necessary. It is not required to discard a card in the process of legally going out. If the player/team has not yet made any canastas, players in that team may not make a play which would leave them with no cards in their hand at the end of their turn. If a player can legally go out, but has three or more Black 3s in his hand, these may be melded at this time only. The hand ends immediately when any player goes out. Going out earns a bonus of 100 points.

    When considering going out, a player may ask their partner for permission to go out. It is not required to ask partner‘s permission, but if done the player must abide by the partner‘s answer. If the partner refuses permission, the player may not go out this turn. If the partner responds „yes“, the player must go out this turn.

    If a player melds their whole hand in one turn (including at least one canasta) without previously melding, they earn an extra 100 points for going out concealed, making it 200 points. To earn the bonus, a player cannot add cards to their partner‘s melds. It is allowed to go out concealed while picking up the discard pile. The relevant initial meld requirement must be met.

    A hand can also be ended by exhausting the stock. Play can continue with no stock as long as players are able take the previous player‘s discard and meld it. In such a situation a player must take the discard if able to do so. As soon as a player cannot legally take the card, the hand ends. If a player draws a Red 3 as the last card from the stock, it is counted towards his score, but the hand ends immediately since there is no replacement card to be taken. The player is not allowed to meld nor discard after picking up the Red 3 in this case.

    Scoring

    At the end of each hand, the score for each team is calculated as follows.

    The total value of all cards melded by that player/team, including cards in canastas minus the total value of all cards remaining in the player‘s/team‘s hands, plus any bonuses:

    Bonus & value:

    • For going out                       100 points
    • For going out concealed    an extra 100 (200 total for going out)
    • For each mixed canasta     300
    • For each natural canasta   500
    • For all four Red 3s               an extra 400 (800 total for Red 3s)

    If a player/team has collected Red 3s, but has not yet made the initial melds when the opposition goes out, then the bonus value of Red 3s counts against them (it is subtracted from the score along with the rest of the cards in their hands). If they collected all four Red 3s, 800 points are deducted from their score.

    It is possible to have a negative total score. The game ends when a player/team‘s total score reaches 5000. If both players/teams reach 5000 at the end of hand, whoever has the higher score, wins the game. The margin of victory is the difference in points.

    Canasta for two or three players

    Canasta can be played with fewer than four players with some variations in the rules. The most significant changes are in the number of cards dealt at the beginning of the hand and the fact that each person plays individually. In a game with three players, each player receives 13 cards. In a two player game each player receives 15 cards and each player draws two cards on each of their turns and discards one. If each player draws two cards, there is usually the additional requirement that a player must have made two canastas in order to go out.